After playing some more for a bit, I have some thoughts:
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Elshey seems to be set to always be the boss now. For the demo this makes sense and is fine, but in the full game the boss being chosen only from unlocked elements is, I think, a better idea.
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The ranger pack is cool, but the implementation is confusing. The rangers appear under their colors’ elements in the banning section, but interact as mixed (I think, it is kind of hard to tell if something else might be going on) in the game proper, except for coin inclusion which is based on the colors again. Regardless, they always cost mixed mana. I think it would make more sense for them to cost mixed mana if their element hasn’t been added to the game yet in a given playthrough but to cost colored mana of their color once their element is unlocked.
Also the black ranger is a ridiculously powerful commander because it returns to hand without commander tax on mutation. With the possibility of it mutating into the blue ranger (which is otherwise basically always banned), in long games it eventually costs close to 0 to play and creates a non-illusionary duplicate card you can use to fill your graveyard. I think the key piece here is that mutation cards giving you your commander back on mutation is very strong, and that it not even taxing hp pushes it over the edge.
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The rules policies (e.g. New Rule: Freeze) were more fun when they applied to all units forever, not just those in the opening hand. As a balance, maybe just give units that already had that ability +1/+1 (except freeze, that one should probably be cost+1 once the refrigerators are back in the game)
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I really don’t understand user dissatisfaction and how the banlist affects it. I get that the scalper is mad when I approve user requests to ban a card, but I don’t know why players get angry when I honor their requests to unban stuff, and rebalance the other cards to keep elemental power even.
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I think elements should only exist in the game after you’ve released them, so seasons shouldn’t be offered for elements that don’t exist and policies except New Rule policies shouldn’t be offered that refer to mechanics that haven’t been implemented or elements that don’t exist. Probably the nameless ones pack, which refers to having at least 3 elements present on the field, should only be offered if there are at least 3 elements in the game and effects that randomize elemental identity should only choose from released elements.